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4,759 Commits over 762 Days - 0.26cph!

6 Days Ago
Added HasConsoleInput()
6 Days Ago
Ensure developer tools warms up the console so it doesnt miss any startup messages Setup copy, clear, log and log file commands
6 Days Ago
Ensure input is displayed brighter than logs
6 Days Ago
Can now submit console commands to the new console ui - Split off the display from the processing part of the console UI
6 Days Ago
Disable per item heights when a grid is used Fixed visibility calculations still expecting fixed height - use accumuative per row Use row math for height and spacing
6 Days Ago
- Fix flex virtual scroll not calculating the correct top and bottom starting rows after dynamic cell changes - Increased the threshold for console messages to be put into the same bucket (1.5 seconds now) - Console messages will now group according to log type, multiple warnings will be grouped together etc
6 Days Ago
- VirtualScroll and FlexVirtualScroll now support elements with different heights - dynamic sizing - Console is now displaying properly
7 Days Ago
Fix console not working on first open (eg youd open it to a blank screen)
7 Days Ago
Group buckets via log type (log types that are different from the 'running log' will create a new bucket
7 Days Ago
Setup correct warning colour
7 Days Ago
- Setup virtual flex - Got something printing, buffer is working
7 Days Ago
Initial console page backend work: - Timestamp bucketing system - Fixed size queue system - Simple rewrite of console
8 Days Ago
- Added RPC name under the info section of RPC packets - Added global filters for server/client realms - Added packet type breakdown of the top packets - Clean restyle of the net graph
8 Days Ago
Add a network graph
9 Days Ago
First draft of a network profiler. Featuring: - Simple packet stats - Advanced stats (entity name, packet size, timestamp etc) - Filtering via timestamp, name, type, direction, realms - Per entity bandwidth usage, showing how much % of the bandwidth is taken up by what packets
9 Days Ago
compile error
9 Days Ago
Store: - RPC inbound/outbound - SyncVar inbound/outbound - PackedSyncVar inbound/outbound - Effect inbound/outbound Missed some metrics here and there, but critically I've managed to grab the id its going to for each one
9 Days Ago
Setup data structures to store more detailed packet information, this will be stored and handled locally rather than being sent off for analytics. Data will be stored in a big ass circular buffer that we can then sort through to do the analytics. These include: - Basic data we stored before (byte size, type, etc) - Associated entity with the packet - Optional full packet data - Timestamp
9 Days Ago
More NRE fixes - lods were swapping before seat ref was established
9 Days Ago
9 Days Ago
- Setup system to enable/disable leg animator on LOD - Setup on PT Boat Rear turrets so that the expensive leg animators will only be enabled when up close
9 Days Ago
Legs animator: - Re-eneable leg animator on pt boat walk around turrets - Allow foot gluing to work lower down under the foot position, this combats the higher waves Tested the static and regular ballista on a few terrain types. Responded fine to the changes.
11 Days Ago
turret_head_animations -> naval_update
11 Days Ago
Another compile fix
11 Days Ago
Fixed compile errors
11 Days Ago
turret_head_animations -> naval_update
11 Days Ago
Stop the reload animations of a turret if you hop off
11 Days Ago
Fix some issues with my one shot cancellation
11 Days Ago
Stop current player one shot if mounting or dismounting
11 Days Ago
Made front turret way smoother to look around with
11 Days Ago
naval_update -> turret_head_animations
11 Days Ago
multi_drop_nre_fix -> main
11 Days Ago
add printouts
12 Days Ago
- Setup a method to emulate the twitch drop crash from before - Codegen
12 Days Ago
Wrap the whole menu init sequence in a try/catch
12 Days Ago
Stop a null drop NRE bricking the whole Bootstrap sequence
12 Days Ago
12 Days Ago
- Apply root motion (not needed but helps rule things out) - Setup correct reload time on the front turrets
12 Days Ago
Reorient the front point pivot
12 Days Ago
Fixed position offset on the front turret
12 Days Ago
- Fixed scuffed clamping on the front turret seat - Use tickrate for lerping (cant use deltatime since im predicting)
13 Days Ago
turret_head_animations -> naval_update
13 Days Ago
- Fixed muzzle flash playing at the wrong location (still bugged on front turret?) - Add model scripts to the top most parent of each of the 50cal entities - Remove any clientside angle smoothing - bad idea (causing minor stutters) - Deleted unused head anims folder
13 Days Ago
Dont bother with the snapshot update - we dont need it. Handle it in SV_ReloadStart instead
13 Days Ago
Yaw needs to be set as well due to where our animation starts
13 Days Ago
Actually set the pitch values to prevent them trying to continue where they left off
13 Days Ago
- Save client predicted weapon rotation adjustments into the state circular buffer - Ensures this forced position update is classified as valid on the client, preventing reconcilliation Without this the turret was reconcilling at the end of a reload as the predicted rotation change wasnt saved as a valid state
13 Days Ago
Fix some causes of reconcilliation after a reload - Dont generate predicted states when reloading - Force update visual weapon rotation when reconcilling, dont just update internal values - Increase degree offset required for reoncilliation
13 Days Ago
naval_update -> turret_head_animations
13 Days Ago
scientist_boats_ai_improvements_3 -> naval_update